Stores light probe data for all currently loaded Scenes.
The data includes: probe positions, Spherical Harmonics (SH) coefficients and the tetrahedral tessellation.
You can modify the coefficients and update the tetrahedral tessellation at runtime. You can also swap the entire LightProbes
object for a different pre-baked one using LightmapSettings.lightProbes.
See Also: Light Probes in the Unity Manual, LightmapSettings, ReceiveGI.
bakedProbes | Coeficientes de los baked light probes. |
cellCount | La cantidad de espacio de células se divide a (lectura solamente). |
count | La cantidad de light probes (lectura solamente). |
positions | Posiciones de los baked light probes (lectura solamente). |
CalculateInterpolatedLightAndOcclusionProbes | Calculate light probes and occlusion probes at the given world space positions. |
GetInterpolatedProbe | Retorna un probe interpolado para la posición dada para ambos light probes en tiempo real y baked combinados. |
Tetrahedralize | Synchronously tetrahedralize all currently loaded LightProbe positions. |
TetrahedralizeAsync | Asynchronously tetrahedralize all currently loaded LightProbe positions. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | El nombre del objeto. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Clona el objeto original y devuelve el clon. |
bool | ¿Existe el objeto? |
operator != | Compare si dos objetos se refieren a un objeto diferente. |
operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |